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0.203.139 - Intelligent Fleets Update

[h2]Features Changelog[/h2]
Fleet Sharing Changes:

Fleets can now be shared according to faction permission levels. By default, fleet sharing is set to Personal.

Fleet Quick-Command Wheel:

A brand new quick-command wheel has been added for fleets, allowing players to send pre-defined commands to their fleets with ease. Activation is simple - just press and hold the Left Control and Tab keys. If you want to add a new command, just left click an empty slot, and if you want to remove one, right click it. Moreover, if you register a command that requires coordinates as arguments, you can specify relative coordinates using the ~ operator. For instance, ~ ~1 ~ would translate to the sector directly above the player. This relative coordinate functionality has been incorporated into other coordinate input menus as well.

Fleet Escort Command:

Fleet Escort will make members accompany their flagship, engaging in combat with nearby enemies while keeping a close distance to the flagship. If the flagship is destroyed, the fleet will automatically switch to defend sector mode.

Fleet Standoff Command:

Fleet members will stay away from close combat in Standoff mode, and instead attempt to remain at the maximum range that their weapons can fire at.

Fleet Repair Command:

Fleet members will make use of Astrotech beams to repair friendly ships (provided they possess them) and will prioritize ships under player control. By default, if the fleet is in combat or enemies are close by, the fleet will first attempt to move to a safer distance before attempting repairs.

Fleet Interdiction Command:

Fleet members will use FTL Interdictors if possible, preventing hostile ships from jumping out of the current sector.

Fleet Defend Changes:

The maximum distance a Defending Fleet will chase a target has been slightly reduced from 2 to 1.35. This change was made as Defense Fleets would get too easily distracted and lured away from their defense target.

Astrotech Improvements:

Astrotech beams no longer require resources to be used, and can now be used to repair damaged ships and blocks, making them much more useful. However, the combat timeout is still in place to prevent any potential abuse.

FTL Interdiction Improvements:

FTL Interdiction systems have had their overall RC and power cost reduced.

In order to balance these changes, FTL Interdictors will be deactivated if the entity’s shields go down. Additionally, if a ship is interdicted, the controlling player will be notified of the interdiction and it’s source.

[h2]Balance Changes[/h2]
Low Damage Chamber:

This chamber has been disabled due to balance concerns. Specifically, it was proved to still be possible to make “near-immortal” ships simply by heavily focusing on shield capacity and having a Low Damage 2 chamber. Note that there is a config option to re-enable this chamber if server owners wish to.

High Damage Chamber:

This chamber has been disabled due to not having any meaningful usage in most if not all combat scenarios. Note that there is a config option to re-enable this chamber if server owners wish to.

Chamber Requirement Changes:

The default ratio of chamber blocks per reactor block has been reduced from 0.1 to 0.07. This should give players more room for their ship interiors and systems.

Cannon Base Damage:

The base damage for Cannon weapons has been increased from 13.53 to 15.5. Cannons felt underpowered compared to other weapons and therefore we want to encourage their usage more.

Cannon Cannon Damage Nerf:

The nerf value has been reduced from 6.53 down to 4.7, as the weapon felt a bit too underpowered.

Cannon Beam Damage Buff:

The default damage buff has been increased from 6.39 to 7.65 in order to make Cannon Beam more viable in combat.

These are just some base balance changes, and while we feel more needs to be done in order to fix the current issues with combat, we also want to give the community time to adjust as well as to provide feedback.
[h2]API Changelog[/h2]
Custom Add-On Use Listener:

Modders can now make use of a new Fast Listener event to implement AI usage of custom reactor module addons.

[h2]Bug Fixes[/h2]
  • Fixed bug preventing owners from making changes to their fleets while the ownership was set to shared.
  • Fixed bug that prevented shared fleets from being used if the owner was offline.
  • Fixed bug causing Fleet Patrol to only run the route once then revert back to idle.
  • Fixed SegmentPieceKillEvent not firing soon enough.
  • Fixed SegmentPieceDamageEvent not firing soon enough.


Thanks to the modding community for this update!
If you wish to contribute or help otherwise, feel free to join the discord. https://discord.gg/Mde9ChnG4c

Asteroid Crash hotfix

Community hotfix for the asteroid crash

Bugfixes

The LOD bug that prevented some blocks from displaying, as well as the factory bug that happened in the recent update have been fixed.

Bigger Community Update

Hello players,

Today's update is the second part of what will be a series of quality of life mini-updates created by community members. These updates will seek to address some bugs and features that needed extra attention.


AI Changes:
- Made the range cap AI gets vs jamming targets configurable and disabled by default as it can break the ai behavior and immobilizes it until it takes block damage.
- Added in configurable cooldowns for AI automatic scanning and inhibitor usage, defaults are 5000ms (5 seconds)

Fleet Changes:
- Implemented Fleet Patrol command for players to use, with up to 10 user-defined waypoints
- Added fleet rename button
- Added faction accessible button for fleets, which allows players of the same faction to use each others fleets
- AI Fleets on Patrol will automatically engage hostiles they encounter, and will notify their owner.

Other Changes:
- Added a /list_mods command that will list the mods currently active on the server.


And many, many bugfixes...


Planned / Possible Features:
- Fleet aggression setting: Would determine if a fleet should try to engage an enemy or attempt to retreat depending on the setting.
- Fleet auto-generated "Battle Reports" that would try to ccombine the results of an engagement for a player to view.
- (If enabled), the results of a battle may effect the factions FP score, with victories boosting the faction's score, and defeats incurring a penalty.
- More uses for Faction Points in general, such as protecting non-homebase stations using FP. This particular idea would need factions to have a reason to have non-homebase stations, such as player-controlled automatic mining, delviery, production, etc. which should eventully tie into parts of the Universe Update.

Thank you to the community for this update,
and as always, thank you for playing StarMade.

Suggestions?
Join the StarMade Discord and let us know! https://discord.gg/7TG7kHUBpG

Community UPdate

Patch Notes:

* Made restricted blocks extendable via a method in BlockConfig
* Seperate overlay texture loading on icon texture loading
* The shipyard repair and reinforcement will have to be finished later as part of a fleet rework. For now, the shipyards and shops on ships by itself is good enough.
* re-add hooks from steam update for the cannon hit projectile listener
* Re-implement CannonProjectileHitListener
* add handleAfterAlways hook
* shadow glsl ATI compatibility
* add break statements to prevent nullpointer for BlockPublicPermissionEvent
* Several modding improvements and fixes
* Remove repairs section from shop panel for ships

Thanks to the community, specifically Jake, Ir0nsight, Garret for this update, and everyone else working on it and testing.